Red Orchestra 2: Heroes Of Stalingrad/LevelDesign/WorldInfo: Difference between revisions

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Axis/Allies Aerial Recon Interval: Delay, in seconds, that the Aerial Recon plane cools down before it can be used again.
Axis/Allies Aerial Recon Interval: Delay, in seconds, that the Aerial Recon plane cools down before it can be used again.
[[File:WorldInfo_5.jpg]]
''Countdown Objective Count'' '''16,32,64''': Number of objectives that a specific Countdown player load has.
[[File:WorldInfo_6.jpg]]
TerritoriesAxis/Allies & CountdownAxis/Allies: This is the squad configuration for your map.
[[File:WorldInfo_7.jpg]]
Axis/Allies Team Leader:

Revision as of 20:42, 22 June 2012

WorldInfo

Inside the WorldInfo, we store a number of game related items. This document is meant to go over what the values mean and setup instructions where applicable.

Pressing that button will create a ROMapInfo structure for the game. The result will be as below.

ROMapInfo has a number of substructures that I will go over now.


ROMapInfo

Time Limit 16: Time, in seconds, that will be used in a 16 player match (8 v 8)

Time Limit 32: Time, in seconds, that will be used in a 32 player match (16 v 16)

Time Limit 64: Time, in seconds, that will be used in a 32 player match (32 v 32)

Overhead Map Texture: This is a texture that will be used in the overhead map

Max Spawn on Squad Leader Distance: The distance, in radial unreal units, that a player will spawn around a squad leader when spawning on squad leader.

Minimum Time Dead: The minimum amount of time that a player will exist in the respawn queue

Instant Respawn Interval: Time, in seconds, that the Team Leader can use Force Respawn

Tank Behavior Tree: AI behavior trees that should be used in this map.

Valid types: CCSBTTree'GripTankAI.CoreTrees.Tank' = used in TANK ONLY scenarios

CCSBTTree'GripTankAI.CoreTrees.TankCombinedArms' = used in combined arms (tank and infantry) scenarios

Temp Celsius: This value is temperature for the map. It controls which gear the players will wear. If it's below freezing, the players will wear winter clothing.

North Offset: Value of offset in Degrees that is needed to get North in your play space to the top of the map. This is for situations in which for whatever reason you find that the players compass in Classic mode is not working correctly.

Map Viewpoints: A structure used to assign potential ROCameraActorViewpoint actors from the map. These are used as generic view angles when not viewing spawn cameras.

Destructible Max View Range: A value represented in radial Unreal units is the max distance satchel obstacles and satchel objectives will highlight themselves in the world space when a player has a satchel weapon equipped.



The Axis and Allies share identical structure between them. I am going to explain the contents of the Axis structure which also applies to the Allied structure.


Axis/Allies Reinforcement Count 16, 32, 64: This value is the number of reinforcements, or respawns/lives/tickets/etc, that your each team has based on player load counts. The theory we use at Tripwire is that the timer should be running out right about the time that the reinforcements do.

Axis/Allies Reinforcement Delay 16, 32, 64: This value is the amount of time, in seconds, that a player could potentially be in the spawn queue. Red Orchestra 2 works on a fixed respawn interval and the player gets inserted into upon death and spawn location selection.

Axis/Allies FFReinforcement Delay 16, 32, 64: This value is the amount of time, in seconds, that a player could potentially be in the spawn queue while in the Fire Fight game mode.

Axis/Allies Strength Points: Unused variable

Axis/Allies Mortar/Artillery/Rockets Strike Limit 16,32,64: This value represents how many strikes are available for the entire round less 1. So if you put in 3 the effective amount will be 2. All these values are calculated together so that if a player calls in Rockets the cool down for the next type will be that of the Rocket and not the next lowest type.

Axis/Allies Max Available Artillery Type: Used to define that strongest artillery type used on the map.

Axis/Allies Artillery Strike Inerval: Unused variable

Axis/Allies Aerial Recon Delay: Delay, in seconds, that the Aerial Recon plane is available to the commander from the beginning of the map

Axis/Allies Aerial Recon Interval: Delay, in seconds, that the Aerial Recon plane cools down before it can be used again.

Countdown Objective Count 16,32,64: Number of objectives that a specific Countdown player load has.

TerritoriesAxis/Allies & CountdownAxis/Allies: This is the squad configuration for your map.

Axis/Allies Team Leader: